Files
OpenRA/OpenRa.Game/Traits/Mobile.cs

126 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Traits
{
class Mobile : IOrder, IOccupySpace, IMovement
{
readonly Actor self;
int2 __fromCell;
public int2 fromCell
{
get { return __fromCell; }
set { Game.UnitInfluence.Remove(self, this); __fromCell = value; Game.UnitInfluence.Add(self, this); }
}
public int2 toCell
{
get { return self.Location; }
set
{
if (self.Location != value)
{
Game.UnitInfluence.Remove(self, this);
self.Location = value;
self.Owner.Shroud.Explore(self);
}
Game.UnitInfluence.Add(self, this);
}
}
public Mobile(Actor self)
{
this.self = self;
__fromCell = toCell;
Game.UnitInfluence.Add(self, this);
}
public void TeleportTo(Actor self, int2 xy)
{
fromCell = toCell = xy;
self.CenterLocation = Util.CenterOfCell(fromCell);
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Left) return null;
if (underCursor != null)
{
// force-move
if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null;
if (!Game.IsActorCrushableByActor(underCursor, self)) return null;
}
if (Util.GetEffectiveSpeed(self) == 0) return null; /* allow disabling move orders from modifiers */
if (xy == toCell) return null;
return new Order("Move", self, null, xy, null);
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Move")
{
self.CancelActivity();
self.QueueActivity(new Activities.Move(order.TargetLocation, 8));
}
}
public IEnumerable<int2> OccupiedCells()
{
return (fromCell == toCell)
? new[] { fromCell }
: new[] { fromCell, toCell };
}
public UnitMovementType GetMovementType()
{
switch (Rules.UnitCategory[self.Info.Name])
{
case "Infantry":
return UnitMovementType.Foot;
case "Vehicle":
return (self.Info as VehicleInfo).Tracked ? UnitMovementType.Track : UnitMovementType.Wheel;
case "Ship":
return UnitMovementType.Float;
case "Plane":
return UnitMovementType.Fly;
default:
throw new InvalidOperationException("GetMovementType on unit that shouldn't be able to move.");
}
}
public bool CanEnterCell(int2 a)
{
if (!Game.BuildingInfluence.CanMoveHere(a)) return false;
var crushable = true;
foreach (Actor actor in Game.UnitInfluence.GetUnitsAt(a))
{
if (actor == self) continue;
if (!Game.IsActorCrushableByActor(actor, self))
{
crushable = false;
break;
}
}
if (!crushable) return false;
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(GetMovementType(),
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public IEnumerable<int2> GetCurrentPath()
{
var move = self.GetCurrentActivity() as Activities.Move;
if (move == null || move.path == null) return new int2[] { };
return Enumerable.Reverse(move.path);
}
}
}